Large Human, Chosen Triarii , Any Non-chaotic
Grail Knights are the elite warriors of the Triarii. These veterans of countless battles stride into battle equipped with iconic cataphractii armour, turning an already formidable Triarii into a nigh-untouchable juggernaut. Honoured Veterans. Triarii who distinguish themselves with decades of exemplary service or multiple acts of heroism are promoted to the Grail Knights, a position of considerable prestige and honour. Such veterans may then undergo training to fight in specialized tactical dreadnought armour, otherwise known as cataphractii armour. Those who complete their training are awarded cataphractii honours and permitted to bear the armour in battle. Slow but Steady. Terminator armour is cumbersome and bulky, adding several feet to the space marine’s already considerable height and girth. The sheer size and weight of it hinders a space marine’s mobility, making them slower even than devastator marines. In exchange, the armour makes a terminator even more difficult to harm, and it compensates for their reduced speed with a built-in teleportation device. Mighty Arms. The typical Grail Knight is armed with a power fist, an oversized gauntlet as large as an ordinary man’s torso. It is as powerful as it is unsubtle, able to flatten men with one blow and punch holes in stone walls. They also carry a double-barreled variant of the regular bolter known as a storm bolter, which sacrifices accuracy for rate of fire.
Remus vult!
Brave. The Grail Knight has advantage on saving throws against being frightened. Keen Senses. The Grail Knight has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Martial Advantage. Once per turn, the Grail Knight can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the space marine that isn't incapacitated. Power Armour. While wearing his armour, the Grail Knight is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. Regeneration. The Grail Knight recovers 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining. Superhuman Biology. The Grail Knight has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.
Multiattack. The Grail makes two attacks with power fist or chainblade and a magi-bolt attack. The magi-bolt attack is made with disadvantage. Power Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. This weapon ignores resistance (but not immunity) to bludgeoning damage. Chainblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. This weapon ignores resistance (but not immunity) to slashing damage. Magi-bolt. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 9 (2d8) piercing damage and 11 (2d10) slashing damage. The magi-bolt carries 120 rounds of ammunition. Burst Fire. The Grail Knight sprays a 10-foot cube area within 80 feet of him with shots from his bolter. All creatures in that area must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 11 (2d10) slashing damage on a failed save. This uses up 10 pieces of ammunition. Teleport (Recharge 5-6). The Grail Knight teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.